SignupSign up for one faction. You will command that faction's space fleet and boarding party. Factions whose names are in red are taken, and factions whose names are in orange are reserved.

MiscellaneousSee the Frictionless movement rules to understand how ships move in this game.To determine if an attack hits, you roll the weapon's Accuracy against the target's Silhouette value. If the accuracy roll is equal to or higher than the silhouette value, your attack hits. Hit points are the same thing as wounds: you need to overcome the target's armor value once for each wound you deal. Gun-type weapons can make response attacks, but cannot fire if your ship is using a special ability on that turn. Missiles can fire while your ship is using its special ability, but can't make response attacks. Multiple weapons on the same ship, firing against the same target, can combine their damage rolls. Ships can target individual weapons on an enemy ship; all weapons have a Silhouette value of 9, 1 HP, and an Armor value of one less than the ship they are mounted on.

ObjectivesThe known factions are divided into two teams of three; each team is allied for the duration of the battle. Their objective is to completely eliminate the other team's spacecraft and boarding troops. The secret factions' objectives will be PM'd to their players. They are unaligned by default but may ally themselves with any individual faction or team.

The MothershipThe T.L.A. mothership starts out unable to move or fire. Each faction has a boarding party which either starts aboard the Mothership's command module (T.L.A. and Vol) or can be deployed onto the mothership by one of their naval vessels (All others). The mothership's command module contains five computers, visible by the 1X1 trans-red circular pieces located atop each one. In order to activate the mothership, all five computers must be manually rebooted; to reboot a computer, move one of your Minifigs next to it and have him spend an Action. Once reactivated, the mothership is controlled from the three seats on the bridge. The center seat is the Helm (turning and acceleration); the left-side seat is Fire Control (lasers, gauss cannon, and EMP generator); the right-side seat is Tactical control (Torpedo and missile launchers and any torpedoes in flight). Here are the complete stats for the Mothership:

Acceleration: 2"Armor: 4D10Silhouette: 3HP: 6

Weapons:Rail gun Range Damage Accuracy18" (min 6") 9D6 1D6 + 3Torpedo launcher X2Each launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

EMP GeneratorA ship which is hit by the EMP generator cannot move, use special abilities, or fire until the effect wears off. The EMP generator's strength must overwhelm the target's armor to disable it. The attacker may roll for "overkill" damage to disable the target for more than 1 turn. Range Strength Accuracy6" (finger cone) 4D6 2D6 + 2

Map of the mothership's command module:

Factions

Neo-Prussian Empire -- Bragallot

The Neo-Prussian Empire is reserved for Bragallot because of his recent string of awesome space battles. Once all the other factions are taken, this one will be open to anyone if Bragallot has not claimed it. Fast Attack Frigate Condor

Acceleration 8"Armor 2D10Silhouette 7HP 3

Light LaserRange Accuracy Damage8" 2D6 +2 2D6

Plasma Cannon (fixed forward)Range Accuracy Damage6" 2D6 6D6

Special Ability: Boarding PartyIf this ship gets within 3" of an enemy vessel, it may use its special ability to deploy boarding troops to sabotage it. Once during the game, it may use this special ability to land the Neo-Prussian Boarding Party aboard the Mothership.

Light Carrier WilhelmAcceleration 8"Armor 2D10Silhouette 7HP 3

Plasma Cannon X2 (turret)Range Accuracy Damage6" 1D6 + 3 6D6

Special Ability: CarrierThis ship may deploy and recover the Neo-Prussian fighter squadron.

Torpedo LauncherEach launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

TorpedoAcceleration 12"Armor 1D10Silhouette 9HP 1Ammo 4

Rail GunRange Damage Accuracy18" (min 6") 6D6 1D6 + 3

Special Ability: BoostMay increase acceleration by up to 3" for one turn.

Gamma-Class FrigateAcceleration 8"Silhouette 7Armor 2D10HP 3

Light Laser X2Range Accuracy Damage8" 2D6 + 2 2D6

Special Ability: CapacitorThis ship may use its special ability to "charge" its guns for one turn (during which it cannot fire them), then fire each weapon twice on the next turn.

Scout FrigateAcceleration 10"Silhouette 7Armor 2D10HP 2

EMP GeneratorA ship which is hit by the EMP generator cannot move, use special abilities, or fire until the effect wears off. The EMP generator's strength must overwhelm the target's armor to disable it. The attacker may roll for "overkill" damage to disable the target for more than 1 turn. Range Strength Accuracy6" (finger cone) 4D6 2D6 + 2

Special Ability: TargeterThis ship may Target any enemy vessel within 10"; all attacks on that vessel gain +1D6 accuracy for 1 round or until this ship is destroyed, whichever comes first.

Special Ability: Point defense (passive)This ship deals a free 2D6 damage to any enemy unit within 1" of it. If the ship is rammed or attacked by an opponent's torpedo or boarding pod, it gets a free attack against its opponent before the effects of the opponent's attack are calculated.

Q-shipAcceleration 7"Silhouette 7Armor 2D10HP 3

Torpedo LauncherEach launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

TorpedoAcceleration 12"Armor 1D10Silhouette 9HP 1Ammo 8

Light Missile LauncherRange Accuracy Damage Ammo18" 2D6 + 1 3D6 16

Special ability: CarrierMay deploy and recover the Britannian fighter squadron. In addition, this ship may also deploy up to 3 boarding pods. A boarding pod has the same stats as a fighter, but is unarmed; when it comes into contact with an enemy vessel, it makes a boarding attack on that ship and is removed from the board. Once during the game, this ship may use a boarding pod to deploy the Britannian Boarding Party onto the Mothership.

Shield: -1 to skill for all attacks against this minifig; can parry melee attacks

Britannian trooper X4Mv Armor Skill 5" 7 1D6

2 with musket + shieldRng UR Dmg12" 3 1D6 + 3

Shield: -1 to skill for all attacks against this minifig; can parry melee attacks

2 with beamsabersRng UR DmgCC 3 2D6 + 1

Scythian Empire -- Ross_Varn

Darkstar-Class CruiserAcceleration 6"Silhouette 6Armor 3D10HP 4

Heavy Laser X4Range Accuracy Damage10" 1D6 + 3 4D6

Special Ability: CapacitorThis ship may use its special ability to "charge" its guns for one turn (during which it cannot fire), then fire each weapon twice on the next turn.

Shuttlecraft -- this ship carries a shuttlecraft containing the Scythian Boarding Party. The shuttle acts like a boarding pod -- move it into contact with the Mothership, and you can deploy the boarding party onto the ground map. Because the shuttle is very fragile, I would not recommend launching it until you are less than 12" away from the Mothership, so you can make the crossing in one turn. Acceleration 12"Silhouette 9Armor 1D10HP 1

Scythian Boarding Party

Emperor Shadowscythe (Hero)Mv Armor skill notes7" 2D6 1D10 2 wounds

OT Scythe Rng UR Dmg notesCC 4 special If you make a successful use roll, you may detach 1D3 construction elements within reach of the scythe's blade. Note that this includes other minifigs' heads.

Special Ability: ShieldGenerates a shield with a radius of 4" around the ship. Any enemy attacks passing through the shield have their damage reduced by 3D6; any enemy ships passing through the shield take 3D6 damage.

Shuttlecraft -- this ship carries a shuttlecraft containing the Immortal Boarding Party. The shuttle acts like a boarding pod -- move it into contact with the Mothership, and you can deploy the boarding party onto the ground map. Because the shuttle is very fragile, I would not recommend launching it until you are less than 12" away from the Mothership, so you can make the crossing in one turn. Acceleration 12"Silhouette 9Armor 1D10HP 1

Immortal Boarding Party

Caleb (Hero)Mv Armor Skill notes7" 2D6 1D10 3 wounds

Combo weapon: A warhammer attached to a minigun.

War hammerRng UR DmgCC 3 2D6 + 1

Minigun Rng UR Dmg notes8" 3 1D6 + 3 finger cone

Enigma (Hero)Mv Armor Skill notes7" 2D6 1D10 3 wounds

Sniper RifleRng UR Dmg notes24" 5(3) 3D6 UR is 5 when moving more than 2", 3 when moving less than 2"

Bash (Hero)Mv Armor Skill notes7" 2D6 1D10 3 wounds

Shotgun RocketsRng UR Dmg notes12" 4+ 1D10 Can fire anywhere between 1 and 4 rockets each turn. UR goes up by 1 with each successive rocket launched that turn. Once all four rockets have been fired, you must use an action to reload it before it can be used again.

Krank (Hero)Mv Armor Skill notes6" 2D6+2 1D10 3 wounds

Bayounikal SwordRng UR Dmg notesCC 4 4D6 Has quite a long reach even though it's technically a melee weapon.

OK, not too many people seem to be interested in this one, so I'm giving the Vol to mgb519 and closing the signup. Everybody send in your orders.

EDIT: I was worried the big ships wouldn't make it close enough to the battle for a few turns, so I moved them a bit closer in. It's not worth posting a new Overwatch, but be aware of it. Thanks to everyone who sent in orders so far. I still need Heavyfishcannon and Falk.